There has been discussion on the discord for how to balance early and modular stations to avoid a situation where the player easily completes later contracts by adding a few small modules to their first station they ever launch. A “spare parts” resource would be an appropriate limiting factor on station lifetime. Right now if you replenish life support consumables along with your astronauts, and have ample solar panels, fuel cells, or nuclear power, you can use the same station indefinitely. Spare Parts would be consumed if your module is powered on / using a Process, and would be a somewhat significant mass and volume requirement over many days. If spare parts run out, the processes on the craft stop working.
I propose having Spare Parts be something where the usage rate accelerates over time from a minimum to a maximum rate. How long the rate takes to reach maximum would lengthen significantly with each station research node. This represents maturation of designs and maintenance of internal systems over time.
So, spare parts would likely be a minor proportion of consumables for a week-long mission, but the rate would increase to max in 2 weeks at lowest tech. Early stations would naturally be short lived, but not limited in part shape. At later tech levels, a long-lived station (or surface habitat) becomes viable. For example for a max Spare Parts tech level, it could take 15+ years before module reaches max usage rate, and the max usage rate could be lower than in early tech levels.
There has been discussion on the discord for how to balance early and modular stations to avoid a situation where the player easily completes later contracts by adding a few small modules to their first station they ever launch. A “spare parts” resource would be an appropriate limiting factor on station lifetime. Right now if you replenish life support consumables along with your astronauts, and have ample solar panels, fuel cells, or nuclear power, you can use the same station indefinitely. Spare Parts would be consumed if your module is powered on / using a Process, and would be a somewhat significant mass and volume requirement over many days. If spare parts run out, the processes on the craft stop working.
I propose having Spare Parts be something where the usage rate accelerates over time from a minimum to a maximum rate. How long the rate takes to reach maximum would lengthen significantly with each station research node. This represents maturation of designs and maintenance of internal systems over time.
So, spare parts would likely be a minor proportion of consumables for a week-long mission, but the rate would increase to max in 2 weeks at lowest tech. Early stations would naturally be short lived, but not limited in part shape. At later tech levels, a long-lived station (or surface habitat) becomes viable. For example for a max Spare Parts tech level, it could take 15+ years before module reaches max usage rate, and the max usage rate could be lower than in early tech levels.